OBJECT: Convoy End Point to exclude from being disabledBOOL: True to disable this convoy, False to enable it

(Stephen Tobias)

[ disable_convoys_except ]

Disables ALL convoys in the world except the one passed inAny Convoys disabeld in this manner will be re-enabled when the next district is liberated

OBJECT: Convoy End Point to exclude from being disabled

(Stephen Tobias)

[ disable_convoys_except ]

Disables ALL convoys in the world.Any Convoys disabeld in this manner will be re-enabled when the next district is liberated, or if this function is called again

BOOL: Set to true if the convoys are intended to be disabled, false if they should be re-enabled

(Stephen Tobias)

[ display_timer ]

Displays the timer on the HUD.

TIMER: the timer

(Jeff Keely)

[ hide_timer ]

Hides the timer.

TIMER: the timer

(Jeff Keely)

[ log_objective_complete ]

Write out objective-complete data to file.

(Jeff Keely)

[ mission_clear_unique_data ]

Clears the mission data needed for unique mission processing in code.

(Aaron Canary)

[ mission_failure ]

****DEPRECATED****

Sets the mission_failure event.

Note: You also need to call mission_terminate when you are done handling the failure results.

(Jeff Keely)

[ mission_restore_object ]

Registers a restorable object list with a mission node.

OBJECT: Mission Spawn Object the restorable object should be bound toOBJECT LIST: List of objects that should be restored

(Stephen Tobias)

[ mission_set_failed ]

Sets the mission failure event and gives an explanation for why it failed.

STRING: Explanation for why the mission was failed.

(Matt Gawalek)

[ mission_set_unique_data ]

Sets the mission data needed for unique mission processing in code. Must be set after a mission is active

OBJECT: object handle 1OBJECT: object handle 2OBJECT: object handle 3NUMBER: number 1NUMBER: number 2Note: This is intended for special processing needed for certain missions and will require programming support.(Aaron Canary)

[ mission_success ]

Sets the mission_success event.

Note: You also need to call mission_terminate when you are done handling the success results.

(Jeff Keely)

[ mission_terminate ]

Terminate the currently active mission.

(Jeff Keely)

[ mover_set_visible_over_fow ]

Changes whether a building's icon is visible over FOW.

OBJECT: Building to be changedBOOL: TRUE if the building should be visible over FOW, FALSE otherwise

(Matt Gawalek)

[ pause_timer ]

Pause the timer.

TIMER: the timer

(Jeff Keely)

[ raid_register_object ]

Registers a raid target object.This command NEEDS to be called before the raid in question starts up.Only the top level parent objects should be registered.

OBJECT: Parent Raid Spawn Object the target will be bound to.OBJECT LIST: List of objects that should be the target of the raid.

(Stephen Tobias)

[ remove_timer ]

Removes the timer.

TIMER: the timer

(Jeff Keely)

[ riding_shotgun_start ]

Starts a Riding Shotgun Activity.OBJECT: Riding Shotgun Node to start

(Rob Rypka)

[ satellite_camera_max_range ]

set max distance that the player can move away from the target.

(Aaron Canary)

[ satellite_camera_position ]

You can set the camera positioning from the tweak table, but this will change for all missions(Aaron Canary)

[ satellite_camera_set_target ]

Set the target to follow in satellite camera mode.

OBJECT: The target.NUMBER: camera max range (0 sets to ~spawn dist)

(Rob Rypka)

[ satellite_camera_show_disconnect_screen ]

Shows the "disconnect" screen for the satellite camera.

(Aaron Canary)

[ satellite_camera_start ]

Start satellite camera mode.

(Rob Rypka)

[ satellite_camera_stop ]

Stop the satellite camera mode and return the player to the initial position.NOTE: Currently, this cannot be done inside a mission - it must be done afterit's completed, as it requires a save and load.

(Rob Rypka)

[ set_timer ]

Sets the amount of time remaining on the timer.

TIMER: the timerNUMBER: the amount of time remaining in seconds

(Jeff Keely)

[ spawn convoy ]

Spawns a convoy to follow the patrol passed in.

OBJECT: Patrol NodeCONVOY: Type of Convoy to spawn

(Stephen Tobias)

[ spawn courier ]

Spawns a courier for an activity.

OBJECT: Patrol Node to spawn the courier on

(Stephen Tobias)

[ spawn_timer ]

Creates a timer that counts downwards by default.

NUMBER: initial amount of time (in seconds). Using an initial time of zero makes the timer count up.

Returns handle to timer

(Jeff Keely)

[ start_mission_vrail ]

Starts a Mission Vehicle Rail.NOTE: This is intended for use in the mission system. This is not the activity version.

VRAIL: Vehicle Rail Definition to useOBJECT: Patrol to Activate for the ActivityOBJECT: Drop-off point once the activity is finished (Any Object)

(Stephen Tobias)

[ start_mission_vrail_manual ]

Method of Manually starting a Mission VRail.The Vehicle and Squad must be spawned before the activity is allowed to begin.

VRAIL: Vehicle Rail Definition to useOBJECT: Patrol to Activate for the ActivityOBJECT: Handle of the squad to be used for the VRail. (Should contain only one member.)OBJECT: Handle of the vehicle to be used the VRail

(Stephen Tobias)

[ start_vrail ]

Starts a Vehicle Rail Activity.NOTE: This will not start during a mission.

VRAIL: Vehicle Rail Definition to useOBJECT: Patrol to Activate for the ActivityOBJECT: Drop-off point once the activity is finished (Any Object)

(Stephen Tobias)

[ unpause_timer ]

Unpause (restart) the timer.

TIMER: the timer

(Jeff Keely)

[ vrail_chase_vehicle_count ]

Changes the number of chase vehicles in the vehicle rail activity. WARNING: This only works after the activity has started.

NUMBER: New number of chase vehicles

(Stephen Tobias)

[ vrail_clear_spawn_region ]

Disallows VRail spawning at the given spawn region for either VRail type.You only need to clear the flags from previously set regions during the mission.

LIST: Spawn Region we want to disable

(Stephen Tobias)

[ vrail_get_squad ]

Returns the vrail squad from the vrail activity.

(Matt Gawalek)

[ vrail_play_next_story_section ]

Starts the next section of dialogue for the vrail (riding shotgun) activity.NOTE: This should only be used within managed scripts for activity vrails. Use of this action outside of this scope will break the vrail activity.

(Matt Gawalek)

[ vrail_set_spawn_region ]

Allows VRail spawning at the given spawn region for either VRail type.

LIST: Spawn Region we want to enable

(Stephen Tobias)

Releases a squad from a spawn node to a management system.
OBJECT: Squad Spawn Node we want to turn over the squad from to the other management system
(Stephen Tobias)
]

[ action_node_set_disabled ]

Sets an action node (or group of action nodes) to be disabled/enabled.BOOL: True if the action node(s) should be disabled, false if they should be enabled.OBJECT LIST: List of action nodes to set disabled/enabled.

(Matt Gawalek)

[ activity_enable_specific ]

Enable a specific instance of an activity.

OBJECT LIST: list of activity nodes to enable.

Note: Currently this action only works on house arrest nodes.

(Jeff Keely)

[ activity_is_active ]

Returns true if any modal activity is active.

(Stephen Tobias)

[ activity_status_change ]

Returns true when raid status changes to the state passed in for the team passed in.

OBJECT: Spawn Node the Activity would spawn fromACTIVITY STATE: The sate we want to trigger on

(Stephen Tobias)

[ add ]

Returns the result of adding two or more numbers (X + Y + ...)

NUMBER: XNUMBER: Y...

(Jeff Keely)

[ add_dialogue_line_on_human ]

Continue a dialogue with a voice or radio line from a particular human.

VOICE LINE: the voice line to playHUMAN: the person on which to play the linePARENT LINE: line that this line keys off ofTIME OFFSET: positive or negative offset from the end of the parent line to start this line, in seconds

Voice lines defined in rfg_lines_scripted.xtbl

(Dave Fried)

[ add_dialogue_line_on_persona ]

Continue a dialogue with a voice or radio line from a particular persona.

VOICE LINE: the voice line to playPERSONA: the voice persona to usePARENT LINE: line that this line keys off ofTIME OFFSET: positive or negative offset from the end of the parent line to start this line, in seconds

Voice lines defined in rfg_lines_scripted.xtbl

(Dave Fried)

[ add_dialogue_line_on_persona ]

Continue a dialogue with a voice or radio line from a particular persona.

VOICE LINE: the voice line to playPERSONA: the voice persona to usePA_HANDLE: the PA group to usePARENT LINE: line that this line keys off ofTIME OFFSET: positive or negative offset from the end of the parent line to start this line, in seconds

Voice lines defined in rfg_lines_scripted.xtbl

(Rob Rypka)

[ add_dialogue_line_on_player ]

Continue a dialogue with a voice or radio line from the local player.

VOICE LINE: the voice line to playPARENT LINE: line that this line keys off ofTIME OFFSET: positive or negative offset from the end of the parent line to start this line, in seconds

Voice lines defined in rfg_lines_scripted.xtbl

(Dave Fried)

[ add_icon ]

Adds an icon to the player's map and connects it with the given objective.

OBJECTIVE: the objectiveNUMBER: index of bitmap to be used (0 = red star, 1 = blue, 2 = green, 3 = white)OBJECT: object the icon is attached to, there can be a variable number of objects

Adds an icon to the player's map and connects it with the given mission_objective.

MISSION_OBJECTIVE: the mission_objectiveNUMBER: index of bitmap to be used (0 = red star, 1 = blue, 2 = green, 3 = white)OBJECT: object the icon is attached to, there can be a variable number of objects

(Jeff Keely)

[ add_mission_objective_icon_closest ]

Adds an icon to the player's map and connects it with the given mission_objective. Minimap only renders closest icons.

MISSION_OBJECTIVE: the mission_objectiveNUMBER: index of bitmap to be used (0 = red star, 1 = blue, 2 = green, 3 = white)OBJECT: object the icon is attached to, there can be a variable number of objects

(Neil Ryan)

[ add_objective ]

Adds an objective to the system.

OBJECTIVE: the objective

(Jeff Keely)

[ add_player_marker ]

Adds a player marker to the map which displays a GPS route.

OBJECT: object which is at the location to add the marker

(JT Hooker)

[ add_weapon_to_arsenal ]

Makes a weapon available at the player's base.

WEAPON: the type of weapon (see weapons.xtbl)

(Frank Force)

[ ai_ignore_npc ]

Tells all humans to ignore a particular NPC (or not).

NPC: Human to ignore (or not).BOOL: Whether they should ignore or not.

(Dave Fried)

[ ai_ignore_player ]

Tells the Human or Squad to either ignore or acknowledge the player now.

OBJECT: Human or Squad who you want to modify with respect to the player.BOOL: Value as to whether they should ignore or not.BOOL: Squad leader only. Only valid if the object is a squad

(Chris Neihengen)

[ air_bomb_attack_list_add ]

Add the specified object to the list of objects for all air bombs to attack.Note: this is not guaranteed to work for moving objects.

OBJECT: The object to attackNUMBER: The number of seconds until the object is being targeted at the maximum probability

(Rob Rypka)

[ air_bomb_attack_list_clear ]

Remove all objects from the air bomb attack list.(Rob Rypka)

[ air_bomb_attack_list_remove ]

Remove the specified object from the list of objects for all air bombs to attack, if it is there.Note: destroyed/dead objects are removed automatically.

OBJECT: The object to no longer attack(Rob Rypka)

[ air_bomb_avoid_list_add ]

Add the specified object to the list of objects for all air bombs to avoid.Note: this is not guaranteed to work for moving objects.

OBJECT: The object to avoidNUMBER: The amount of time until the object is removed from the avoid list (set to 0 ifyou want to remove it manually).

(Rob Rypka)

[ air_bomb_avoid_list_clear ]

Remove all objects from the air bomb avoid list.(Rob Rypka)

[ air_bomb_avoid_list_remove ]

Remove the specified object from the list of objects for all air bombs to avoid, if it is there.OBJECT: The object to no longer avoid(Rob Rypka)

Changes the value of whether a squad or npc can use special roads while driving

OBJECT: Squad or npc to change flag on.BOOL: Value to change to

(Chris Neihengen)

[ and ]

Returns true if all of the inputs (2 or more) are true.

BOOL: input 1BOOL: input 2...

(Jeff Keely)

[ asd_setup_bomber ]

Tell this ASD, when the truck reaches this PATROL NODE, stop teh truck and spawn these BOMBERS.

OBJECT: Air Strike Defense node we are using for the activity.OBJECT: Truck's Patrol Node where it will stop to shoot.OBJECT: Squad Spawn Node where a bomber will spawn.OBJECT: Squad Spawn Node where a bomber will spawn.OBJECT: Squad Spawn Node where a bomber will spawn.

(Aaron Canary)

[ attack buildings ]

Spawn X number of special squads to attack building list

NUMBER: Number of squads to spawnOBJECT LIST: List of buildings to destroy

(Stephen Tobias)

[ audio_play_automobile_megaphone ]

Play a voice or radio line from a particular voice persona from an automobile.VOICE LINE: the voice line to playPERSONA: the voice persona to useOBJECT: the automobile to useVoice lines defined in rfg_lines_scripted.xtbl

(Neil Ryan)

[ audio_play_foley_2D ]

Play a 2D audio foley.

FOLEY: The foley to playReturns a handle to the foley

(Matt Gawalek)

[ bail_vehicle ]

Tell everyone to exit current vehicle.

OBJECT: The vehicle.BOOL: parameter ignored. Just set to false for now.

This event is generated when the AI determines that a bridge is unusable.

OBJECT: The bridge.

(Rob Rypka)

[ briefing_start_voice ]

Play a mission briefing line on a particular persona.NOTE: Use the add_dialogue_line_on* commands to add additional lines to a briefing.

VOICE LINE: the voice line to playPERSONA: the voice persona to use

Voice lines defined in rfg_lines_scripted.xtbl

(Dave Fried)

[ building_damaged ]

Returns true when a specific building is damaged.

OBJECT: the building

(Jeff Keely)

[ building_damaged_by_explosion_type ]

Returns true when a specific building is damaged by a specific explosion type.

OBJECT: The building.EXPLOSION TYPE: The explosion type

(Rob Rypka)

[ building_destroyed ]

Returns true when a specific building has been completely destroyed.

OBJECT: the building

(Jeff Keely)

[ building_destroyed_message ]

Displays the building destroyed message with custom text.

(Neil Ryan)

[ building_show_damage_on_minimap ]

Set this building to show damage on the minimap, even if it not 'important' or EDF owned.

OBJECT: the building

(Rob Rypka)

[ change_ambient_flag_on_road ]

Changes the value of the ambient flag for a road at the trigger region

OBJECT: Trigger region to grab the road from.BOOL: Value to set the ambient flag to

(Chris Neihengen)

[ change_flyer_patrol_height ]

Sets the flyer height(relative or absolute)

OBJECT: Flyer squadFLOAT: Value to set the height toBOOL: Relative(true) or absolute(false)

(Chris Neihengen)

[ civilian_morale_lowered ]

Returns true when the civilian morale value falls to (or below) the given percentage.

NUMBER: (1.0 - 0.0] the percentage of civilian morale at which this event is triggered

(Stephen Tobias)

[ civilian_morale_raised ]

Returns true when the civilian morale value rises to (or above) the given percentage.

NUMBER: [1.0 - 0.0) the percentage of civilian morale at which this event is triggered

(Stephen Tobias)

[ clear_desired_target ]

Clears the desired target for a particular entity.

OBJECT: Human or Squad whose target you wish to set.

(Chris Neihengen)

[ clear_player_weapons ]

Clears the player's weapons (player will have no weapons unless he is given some or picks some up).

(Frank Force)

[ complete_mission_objective ]

Marks an mission_objective with the given name (case sensitive) as complete.

MISSION_OBJECTIVE: the mission_objective

(Jeff Keely)

[ complete_mission_objective_silent ]

Marks an mission_objective with the given name (case sensitive) as complete, but does
NOT show the complete stamp in the HUD.

MISSION_OBJECTIVE: the mission_objective

(Matt Gawalek)

[ complete_objective ]

Marks an objective with the given name (case sensitive) as complete, but does NOT
show the complete message in the HUD.

OBJECTIVE: the objective

(Matt Gawalek)

[ complete_objective ]

Marks an objective with the given name (case sensitive) as complete.

OBJECTIVE: the objective

(Jeff Keely)

[ continuous_attack_add_priority_spawn ]

Set a list of spawn regions for as high priority for continuous attack.

OBJECT_LIST: List of spawn regions to set as high spawn priority for continuous attacks (MAX 4)

NOTE: You can set as many spawn regions as high priority as you would like; however only the first 4 eligible regions found (based on distance to player) will be considered when selecting a spawn region to spawn squads from.

(Matt Gawalek)

[ continuous_attack_change_attacker_count ]

Changes the number of attackers for continuous attack by the specified amount.

NUMBER: Amount of attackers to change the attacker count by (can be positive or negative).

(Stephen Tobias, Matt Gawalek)

[ continuous_attack_end ]

Ends the last continuous attack that was started.

(Stephen Tobias)

[ continuous_attack_num_squads_reached_end ]

Returns true when the specified number of squads have reached the end of their patrol.

NUMBER: the number of squads that must reach the end of their patrol for the event to trigger.

(Matt Gawalek)

[ continuous_attack_remove_priority_spawn ]

Remove a list of spawn regions from being high priority for continuous attack.

OBJECT_LIST: List of spawn regions to clear from being high spawn priority for continuous attacks

NOTE: You can set as many spawn regions as high priority as you would like; however only the first 4 eligible regions found (based on distance to player) will be considered when selecting a spawn region to spawn squads from.

(Matt Gawalek)

[ continuous_attack_set_attacker_count ]

Sets the number of attackers being used by the continuous attack.

NUMBER: New Number of attackers.

(Stephen Tobias, Matt Gawalek)

[ continuous_attack_set_spawn_group ]

Set the squad sub-group that is actively spawned for the continuous attack.

NUMBER: Index of the sub-group (this should match what is set in activity_continuous_attack.xtbl)

(Matt Gawalek)

[ continuous_attack_start ]

Spawn a continuous attack on the target object that is based on the given vrail entry.

OBJECT: The object to attack.VRAIL: The vrail entry to use.

(Stephen Tobias)

[ continuous_support_start ]

Allows the Continuous Support System to manage the squad spawn node passed in

OBJECT: Squad Spawn Node the Continuous Support system will manageNUMBER: The respawn delay for the squad passed in (seconds)

(Stephen Tobias)

[ continuous_support_start ]

Removes a squad spawn node from the Continuous Support System

OBJECT: Squad Spawn Node the Continuous Support system should stop managing

(Stephen Tobias)

[ continuous_support_update ]

Updates special information used by the continuous support system

OBJECT: Squad Spawn Node we are updating the spawn information forOBJECT: New Spawn Region the node should use. This field can be invalid, if you want to use the default systemNUMBER: Minimum Spawn Distance this node should use. If the player is under this distance, the squad won't spawn

(Stephen Tobias)

[ courier_escape ]

Causes the courier to escape from the player.

(Nick Heilmann)

[ courier_exit_and_defend ]

Make the courier exit his vehicle and defend something.

OBJECT: The object to defend.

(Nick Heilmann)

[ custom_action_wounded_follow ]

Assigns an NPC a custom action to follow the player while walking. This is intended to be a wounded follow for DLC

OBJECT: Squad Spawn Node for the NPC we want to set the action onBOOL: True to enable the action, False to disabled it

(Neil Ryan)

[ debug_console_command ]

Sends a message to the console to be executed.*

STRING: command to be executed

* Note: This will not work in release mode, for debug and prototype purposes only!

Prevents NPCs in a squad from playing any voice lines that are not pain or death.SQUAD: the squad to disable voice lines for.VALUE: true if they are not allowed to play any voice lines but pain or death.

(Will Alberts)

[ disable_reinforcements ]

Disables EDF reinforcements.

(Matt Gawalek)

[ disable_restricted_area ]

Disable the restricted area(s).

OBJECT LIST: List of restricted areas to disable

(Dave Fried)

[ disable_safehouse_vip ]

Disables / Enables a safehouse VIP character type.

HUMAN TYPE: Special NPC type that should be disabledBOOL: True, if the human should be disabled, false if it should be enabled

(Stephen Tobias)

[ disable_spawn_node ]

Disables a Spawn Node, but does not despawn any child objects.

OBJECT: The spawn node that should be disabled.BOOL: Set to true, if the node should be enabled again at the end of the mission.

(Stephen Tobias)

[ disable_team_squad_spawns ]

Disables all the squad spawns for a specific team. This is a mission only command.TEAM: Team we should be disabling squad spawns for

(Stephen Tobias)

[ disable_threaten_actions ]

Allows you to toggle the threaten actions for EDF. The threatening behavior will be re-enabled at the end of any mission.

BOOL: True to disable the action, False to turn them back on

(Stephen Tobias)

[ disable_turret_for_npcs ]

Disables a turret for only NPCs for a fixed period of time.

OBJECT: the turret spawn objectNUMBER: the number of seconds the turret should be disabled for

(Stephen Tobias)

[ district_control ]

Returns the control value of the player's current district

(Neil Ryan)

[ district_specific_control ]

Returns the control value of the specified district

DISTRICT: the name of the district

(JT Hooker)

[ divide ]

Returns the result of dividing two numbers (X / Y)

NUMBER: XNUMBER: Y

(Jeff Keely)

[ dlc_found_fuel_cell ]

Awards the player with finding a hidden fuel cell.

(Scott Honnigford)

[ drive_disabled ]

Sets whether a squad should drive through disabled cells

OBJECT: Squad to set flag onBOOL: True, means yes, False, means no

(Chris Neihengen)

[ drive_to_location ]

Tells an NPC or squad to drive to a location based on an object

SN_OBJECT: The NPC or Squad that should drive(must already be in vehicle)SN_OBJECT: Destination objectSN_BOOL: Whether the NPCs should drive directly i.e. ignore navmesh

(Chris Neihengen)

[ drive_to_location_ca ]

Tells all the current continuous attack squads to drive to a location based on an object

Lowers the alert value. Alert level is determined by this alert value and the level value ranges specified in a table file.

NUMBER: amount by which to lower the alert value

(Stephen Tobias)

[ lower_civilian_morale ]

Raise the civilian morale. This has no effect if the morale is already at zero.

NUMBER: the amount by which to lower the moral (actual positive value, not a percentage)

(Stephen Tobias)

[ lower_edf_control ]

Lower the edf control at the local player's location. This has no effect if the control is already at zero.

NUMBER: the amount by which to lower the control (actual value, not a percentage)

(Rob Rypka)

[ lower_edf_control ]

Lower the edf control in the district of a particular object, so you can guarantee thata control change is applied to the right district, regardless of where the player is. Thishas no effect if the control is already at zero.

NUMBER: the amount by which to lower the control (actual value, not a percentage)OBJECT: the object from which to derive the district

(Rob Rypka)

[ man_flyer ]

Tells the Human or Squad to man a flyer if one is available.

OBJECT: Human or Squad who you want to man flyers.OBJECT: Flyer you want the squad or human to man.

(Chris Neihengen)

[ mission_add_ground_marker_action_node ]

Adds a ground marker effect to the action node found associated with an object.

OBJECT: The host object.NUMBER: The radius.

(Rob Rypka)

[ mission_add_ground_marker_offset ]

Adds a ground marker effect to an object with the specified radius and offset.

OBJECT: The host object.NUMBER: The radius.NUMBER: Offset in the object's x-axisNUMBER: Offset in the object's z-axis

(Rob Rypka)

[ mission_add_ground_marker_vehicle_entry ]

Adds a ground marker effects to the ground entry points to the vehcile.

Returns true when the mission objective is completed (successful, failed, or canceled).

(Jeff Keely)

[ mission_remove_ground_marker ]

Removes a ground marker effect attached to the specified object.

OBJECT: The host object.

(Rob Rypka)

[ mission_save_checkpoint ]

Saves the game as a mission checkpoint.

(Jeff Keely)

[ mission_specific_failure ]

Returns true when the specific mission's success criteria may no longer be met.

(Jeff Keely)

[ mission_specific_success ]

Returns true when the specific mission's success criteria is met.

(Jeff Keely)

[ mission_success ]

Returns true when the mission's success criteria is met.

(Jeff Keely)

[ mission_vrail_completed ]

Returns true when the mission vrail has completed.

(Stephen Tobias)

[ morale_offset_decrease ]

Increase the effective morale offset for guerrilla conversion.

NUMBER: the amount of increase to morale offset.

(Rob Rypka)

[ morale_offset_increase ]

Increase the effective morale offset for guerrilla conversion.

NUMBER: the amount of increase to morale offset.

(Rob Rypka)

[ morale_offset_set ]

Set the effective morale offset for guerrilla conversion.

NUMBER: the new morale offset.

(Rob Rypka)

[ move_to_location ]

Tells an NPC or squad to move to an object's position

SN_OBJECT: The NPC or squad that should moveSN_OBJECT: The navpoint that the NPC should move toSN_BOOL: Whether the NPC should run or notSN_BOOL: Whether the NPC should fire on a target if it has oneSN_BOOL: Whether the NPC should use a vehicle if it has access to one

(Chris Neihengen)

[ mover_has_moved ]

Returns true if this mover is moving more than a certain threshold or has tipped over.

OBJECT: The mover.

(Rob Rypka)

[ multiply ]

Returns the result of multiplying two or more numbers (X * Y * ...)

NUMBER: XNUMBER: Y...

(Jeff Keely)

[ music_set_limited_level ]

Set the game music to a limited level (the music will not be able to change levels up or down)NOTE: To set the music back to the default behavior, you must set the limited level to silence.(Matt Gawalek)

[ music_set_minimum_level ]

Set the game music to a minimum level

(Matt Gawalek)

[ nearest_road_becomes_blocked ]

This event is generated when the AI determines a road is blocked. You specifyan object that must be on/very near/overlapping the road (such as a navpoint ortrigger region) to catch the event, because scripts cannot directly targetroads in CLOE.

OBJECT: The object that should be on or very close to the road

(Dave Fried)

[ new_target_available ]

Runs the new target available action (HUD message).

(Neil Ryan)

[ not ]

Returns the opposite value of the input (true if false, false otherwise).

BOOL: input

(Jeff Keely)

[ not_equal ]

Returns true if X is not equal to Y.

NUMBER: XNUMBER: Y

(Jeff Keely)

[ npc_anyone_enters_vehicle ]

Returns true when any NPC enters the specified vehicle.

OBJECT: The vehicle.

(Rob Rypka)

[ npc_combat_damage_enable ]

Allow/disallow NPCs from damaging each other in combat.

BOOL: If true, NPCs may damage each other in combat (default); if false, no damage is done.

(Dave Fried)

[ npc_despawned ]

Returns true if a specific NPC has been destroyed

OBJECT: NPC Handle

(Stephen Tobias)

[ npc_disable_ambient_vehicles ]

Set ambient vehicles spawning either enabled or disabled.BOOL: True if ambient vehicles should be disabled from spawn, false otherwise.(Matt Gawaelk)

[ npc_enters_player_vehicle ]

Returns true when the specified NPC enters the player's vehicle.TARGET: specific NPC who will trigger this event.

(Dave Fried)

[ npc_exit_vehicle ]

Tell npc to exit current vehicle.

OBJECT: The NPC to exit.BOOL: parameter ignored. Just set to false for now.

(Aaron Canary)

[ npc_give_weapon_and_equip ]

Give an NPC a weapon and equip it.

OBJECT: the NPC.WEAPON: the type of weapon (see weapons.xtbl)NUMBER: the ammo count

(Rob Rypka)

[ npc_is_alive ]

Returns true if the given NPC is alive (and serialized in).

OBJECT: the npc

(Jeff Keely)

[ npc_is_in_specific_vehicle ]

Returns true if the given NPC is in the specified vehicle.

OBJECT: the npcOBJECT: the vehicle

(Jeff Keely)

[ npc_kill_with_phantom_bullet ]

Kill the specified npc with a phantom 'bullet' originating from the other object.

OBJECT: The NPC.OBJECT: The source of the bullet.

(Rob Rypka)

[ npc_set_debris_pusher ]

Set the human to push debris out of the way like the player does

OBJECT: handle to the human(Neil Ryan)

[ num_buildings_damaged ]

Returns the number of buildings in the list that have been damaged (at all).

OBJECT LIST: list of buildings (can be one or more)

(Jeff Keely)

[ num_buildings_destroyed ]

Returns the number of buildings in the list that have been destroyed.

OBJECT LIST: list of buildings (can be one or more)

(Jeff Keely)

[ num_missions_complete ]

Returns the number of missions that have been completed

(Neil Ryan)

[ object_in_trigger_region ]

Returns true when the specified object is inside a specific trigger region.

Returns true when the object enters the given trigger region.This only works on human type objects (an NPC or the player).

OBJECT: the objectOBJECT: the trigger region

(Jeff Keely)

[ player_enter_trigger_region ]

Returns true when the player enters the given trigger region.

OBJECT: the trigger region

(Jeff Keely)

[ player_enters_any_vehicle ]

Returns true when the player enters any vehicle.

(Matt Gawalek)

[ player_enters_critical_area ]

Returns true if the player is in a mission critical area.

(Albert DeBacker)

[ player_enters_vehicle ]

Returns true when the player enters a specific vehicle.OBJECT: specific vehicle which will trigger this event.

(Matt Gawalek)

[ player_exit_radiation ]

Stop giving the player radiation damage over time.

(Neil Ryan)

[ player_exit_restricted_area ]

Returns true when the player exits the given restricted area.

OBJECT: the restricted area

(Dave Fried)

[ player_exit_trigger_region ]

Returns true when the object exits the given trigger region.This only works on human type objects (an NPC or the player).

OBJECT: the objectOBJECT: the trigger region

(Jeff Keely)

[ player_exit_trigger_region ]

Returns true when the player exits the given trigger region.

OBJECT: the trigger region

(Jeff Keely)

[ player_exit_vehicle ]

force player to exit current vehicle.

BOOL: force teleport.

(Aaron Canary)

[ player_exits_any_vehicle ]

Returns true when the player exits any vehicle.

(Matt Gawalek)

[ player_exits_vehicle ]

Returns true when the player exits a specific vehicle.OBJECT: specific vehicle which will trigger this event.

(Matt Gawalek)

[ player_fires_weapon ]

Returns true when the player fires a weapon.

(Rob Rypka)

[ player_free_jailed_npc ]

Frees an NPC created with 'spawn jailed npc'.

NPC: the NPC to be freed.

(Neil Ryan)

[ player_free_trapped_npc ]

Frees an NPC created with 'spawn trapped npc'.

NPC: the NPC to be freed.

(Dave Fried)

[ player_gets_num_salvage ]

Returns true when the player has collected the specified number of salvage.NUMBER: The salvage value required for the event.

(Rob Rypka)

[ player_has_purchased_nano_forge ]

Returns true if player has purchased the nano forge

(Will Alberts)

[ player_has_radiation_upgrade ]

Returns true if player has the radiation shield upgrade

(Neil Ryan)

[ player_in_any_car ]

Returns true when the player is using any vehicle.

(Jeff Keely)

[ player_in_any_turret ]

Returns true when the player is using any turret.

(Jeff Keely)

[ player_in_building ]

Returns true when the player is inside a specific building.

OBJECT: the building

(Jeff Keely)

[ player_in_car ]

Returns true when the player is using a vehicle type.

VEHICLE: the vehicle type

(Jeff Keely)

[ player_in_npc_los ]

Returns true if the passed-in npc can see the player.Note: You can see the los line by running 'show_script_los' in a debug build.

The line is green if the NPC can see the player and red if he can't.

OBJECT: The npc that you're querying.

(Mark Gabby)

[ player_in_radius ]

Returns true if the player is within a certain radius of an object. This ignores the y dimension,resulting in an infinite cylinder (like streaming).Note: You can see the active radii by running 'show_script_radius' in a debug build.

NUMBER: The X coordinate of the zone in the grid (blah_XX_YY.stuff).NUMBER: The Y coordinate of the zone in the grid (blah_XX_YY.stuff).For example, if you want to see if the player is in Zone blah_08_10, use 8 and 10 for X and Y respectively.

(Rob Rypka)

[ player_is_damaged ]

Returns true if the local player is damaged.

(Matt Gawalek)

[ player_kills_any_vehicle ]

Returns true when the player kills any vehicle.

(Steve Tobias)

[ player_kills_npc ]

Returns true when the player kills a specific NPC.OBJECT: The NPC.

(Rob Rypka)

[ player_kills_vehicle ]

Returns true when the player kills a specific vehicle.

(Steve Tobias)

[ player_kills_vehicle_team ]

Returns true when the player kills a vehicle of the team specified.TEAM: Team of destroyed vehicle

(Matt Gawalek)

[ player_kills_vehicle_team_from_vehicle ]

Returns true if the player kills a vehicle of a specific team while in a specific vehicle.OBJECT: Vehicle handle the player is inTEAM: Vehicle team for killed vehicles

(Matt Gawalek)

[ player_play_voice_line ]

*** DEPRECATED ***Use play_voice_line_on_* instead.

VOICE_LINE: The voice line to say.

(Dave Fried)

[ player_set_mission_never_die ]

Make the local player use never_die functionality, or not. It gets cleaned up automatically at the end of the mission.

BOOL: Turn on never_die, or not.

(Rob Rypka)

[ player_set_vehicle_disabled ]

Set whether or not the player can enter the vehicle

OBJECT: The vehicle to setBOOL: If true, don't allow the player to enter the vehicle, otherwise the player can enter the vehicle

(Matt Gawalek)

[ player_set_vehicle_disallow_exit ]

Set whether or not the player can exit the vehicle

BOOL: If true, don't allow the player to exit the vehicle, otherwise the player can exit the vehicle

(Jeff Keely)

[ player_squad_add_npc ]

Tells an NPC to join the player squad

TARGET: The NPC we want to join the player

(Dave Fried)

[ player_squad_add_squad_members ]

Tells all NPCs in a squad to join the player squad

TARGET: The squad we want to merge with the player's

(Dave Fried)

[ player_squad_remove_all ]

Tells NPCs to leave the player squad

(Dave Fried)

[ player_squad_size ]

Returns the number of squadmates in the player's squad, notcounting the player and not counting rescued hostages (i.e. from House Arrest).

(Dave Fried)

[ player_started_action_node ]

Returns true when the player starts using the specified action node.OBJECT: Handle to the action node

(Rob Rypka)

[ player_under_attack ]

Returns true when an NPC/squad attacks the player.

(Dave Fried)

[ player_used_action_node ]

Returns true when the player uses the specified action node.OBJECT: Handle to the action node

(Matt Gawalek)

[ post_event ]

This is one method of communicating to another script that the condition for this script has been met, so the same condition does not have to be copied in multiple places.

STRING: name of the user event (make sure it's unique)

(Jeff Keely)

[ post_local_message ]

Displays a localized message on the center of the screen to the player.

MESSAGE: message id to display (limited to 127 characters)

(Mike Wilson)

[ post_message ]

Displays a debug only message on the center of the screen to the player.

Adds an object as a speaker to be tracked as a speaker in the specified PA groupOBJECT_LIST: speakers to remove from the list.

(Rob Rypka)

[ public_address_add_speaker ]

Adds an object as a speaker to be tracked as a speaker in the specified PA groupPA_HANDLE: The handle of the PA group.OBJECT_LIST: speakers to add to the PA group.

(Rob Rypka)

[ public_address_restore_ambient ]

Restore the normal table-driven ambient behavior for a speaker group.Note: If an ambient line is currently playing, it will finish. Use 'stop_dialogue' to end specific lines.

PA_HANDLE: The handle of the PA group.

(Rob Rypka)

[ public_address_start_ambient ]

Start periodic ambient lines from a PA speaker group.Note: the number of seconds is approximate - the dialogue system may override.

PA_HANDLE: The handle of the PA group.VOICE LINE: the voice line to playPERSONA: the voice persona to useNUMBER: minimum number of seconds between messagesNUMBER: maximum number of seconds between messages

(Rob Rypka)

[ public_address_stop_ambient ]

Stop the ambient lines coming from a speaker group.

PA_HANDLEt The handle of the PA group.

(Rob Rypka)

[ raid_complete ]

Returns true when a raid is complete.

OBJECT: the raid node we want to know when it completesTEAM: the team that won

(Stephen Tobias)

[ raid_status_change ]

Returns true when raid status changes to the state passed in for the team passed in.

OBJECT: the raid node we want to know aboutTEAM: the team we want to know aboutRAID STATE: the state the raid status needs to change to

(Stephen Tobias)

[ raise_alert_level ]

Raise the alert level. This only has an effect if the alert level is below the given alert level.

Raises the alert value. Alert level is determined by this alert value and the level value ranges specified in a table file.

NUMBER: amount by which to raise the alert value

(Stephen Tobias)

[ raise_civilian_morale ]

Raise the civilian morale. This has no effect if the morale is already at its maximum value.

NUMBER: the amount by which to lower the morale (actual value, not a percentage)

(Stephen Tobias)

[ random ]

Returns and random number (integer) between the two numbers X, Y [X <= rand <= Y

[ release_mission_hostage ]

Releases a specially spawned mission hostage. Only the squad leader will be released

OBJECT: Squad Spawn Node the hostage spawned from

(Stephen Tobias)

[ remove_area_restriction ]

Removes an area restriction.

OBJECT: The area (trigger region) to remove.

(Rob Rypka)

[ remove_effect ]

Remove an effect (visual, sound, etc).

OBJECT: the effect (can use a variable returned by spawn_effect action)

(Jeff Keely)

[ remove_icon ]

Removes a map icon from the player's map.

OBJECT: object the icon is attached to

(Jeff Keely)

[ remove_item_spawn ]

Removes item by a spawn object.

SN_OBJECT: The item spawn object to be removed.

(Aaron Canary)

[ remove_mission_objective ]

Removes an mission_objective with the given name (case sensitive).

STRING: name of the mission_objective

(Jeff Keely)

[ remove_objective ]

Removes an objective with the given name (case sensitive).

STRING: name of the objective

(Jeff Keely)

[ remove_objective_icon ]

Removes an icon from the player's map that was connected to the given mission_objective.

MISSION_OBJECTIVE: the mission_objectiveOBJECT: object the icon is attached to, there can be a variable number of objects

(Jeff Keely)

[ remove_player_marker ]

Removes the current marker from the GPS.

(JT Hooker)

[ remove_vehicle_turret_fov_constraints ]

Remove vertical and horizontal FOV constraints from a vehicle's turret.This should probably only be used to allow the flyers in the tutorial to shoot Dan and the player.

OBJECT: The vehicle

(Will Alberts)

[ restore_object ]

Restore an object and its restorable children to their original state.

OBJECT: the object

(Jeff Keely)

[ safehouse_activity_disable ]

Disables the safehouse(s) temporarily for an activity.OBJECT LIST: List of safehouse objects to disable

(Rob Rypka)

[ safehouse_activity_enable ]

Enables the safehouse(s) after the activity is done.OBJECT LIST: List of safehouse objects to enable

(Rob Rypka)

[ safehouse_despawn_squad ]

Despawns the specified squad belonging to the specified safehouse.OBJECT: The safehouse to despawn the squad at.STRING: The name of the squad to despawn.

(Mark Gabby)

[ safehouse_disable ]

Disables the safehouse(s).OBJECT LIST: List of safehouse objects to disable

(Rob Rypka)

[ safehouse_disable_until_stream ]

Disables the safehouse(s) temporarily until it streams out.OBJECT LIST: List of safehouse objects to disable

(Rob Rypka)

[ safehouse_enable ]

Enables the safehouse(s).OBJECT LIST: List of safehouse objects to enable

(Rob Rypka)

[ safehouse_set_visible ]

Set the visibility of a safehouse (ie. If the safehouse should appear on the map).BOOL: TRUE to set safehouse(s) to visible, or FALSE to set safehouse(s) as NOT visible.OBJECT LIST: List of safehouse objects to change visibility

(Matt Gawalek)

[ salvage_created ]

Returns true when salvage is created.

(Nick Heilmann)

[ satellite_reaches_target ]

Returns true when the satellite reaches the specified target.

OBJECT: Handle to the target object.

(Rob Rypka)

[ satellite_set_weapon_source ]

This sets the source position for the satellite camera weapon using an object specified.

OBJECT: The object to use (for its position). Make sure it's persistent.

(Rob Rypka)

[ satellite_temp_message ]

This displays a custom message on the satellite hud for the specified time.

STRING: The string - must go through localization tables.NUMBER: Time to display (in ms).

(Rob Rypka)

[ set_building_owner ]

Set building owner.

OBJECT: the buildingTEAM: team that owns the building

(Jeff Keely)

[ set_civilian_morale ]

Changes the civilian morale to a specific level.

NUMBER: The new civilian morale level

WARNING: This should only be used for testing. Use raise or lower for normal game play.

(Stephen Tobias)

[ set_complaint_flag ]

Sets a special flag on an NPC that will make him complain when ever he is attacked by the player.

OBJECT: Squad Spawn Node, Squad or NPC to set this flag on.

(Stephen Tobias)

[ set_desired_target ]

Sets the desired target for a particular entity(only works during override patrols).

Set whether or not an NPC is limited to only riding in the player's vehicle.

OBJECT: The NPC to setBOOL: If true, the NPC must only ride with the player; if false, s/he may enter and use any vehicle as normal.

(Dave Fried)

[ set_priority_target ]

Mark/clear the target's "priority target" flag.

OBJECT: The NPC or vehicle to mark/clear as priorityBOOL: If true, mark the target as priority; if fase, mark as non-priority

(Dave Fried)

[ set_raid_regions ]

Begins a raid with the selected raid node.

OBJECT: Raid node want to change the regions forBOOL: True, if you want to change the attacker regions. False for defendersOBJECT: Object we want to assign the raid NPCs to during the Withdraw State OBJECT: Object we want to assign the raid NPCs to during the Standard State OBJECT: Object we want to assign the raid NPCs to during the Attack State

(Stephen Tobias)

[ set_reduced_npc_damage ]

Sets a flag on an NPC that lowers the amount of damage they take from other NPCs.

OBJECT: The NPC or squad to set the flag on.BOOL: If true, the NPC will take less damage from other NPCs.

Sets the time of day, using 24-hour time.For example, to set 23:15 ( 11:15pm ), send 23 for hours and 15 for minutes.

NUMBER: Hours.NUMBER: Minutes.

(Mark Gabby)

[ set_vehicle_enabled_for_npc_drivers ]

Set whether or not NPCs can choose to drive the vehicle.

OBJECT: The vehicle to setBOOL: If true, allow NPCs to drive (vehicles start as true by default); if false, disallow them from driving

(Dave Fried)

[ set_vehicle_hitpoints ]

Set the maximum hit-points for the specified vehicle, while maintaining current damage percentage.

OBJECT: the vehicleNUMBER: hit-points

(Matt Gawalek)

[ set_vehicle_turrets_enabled_for_npcs ]

Set whether or not NPCs can use the vehicle's turrets

OBJECT: The vehicle to setBOOL: If true, allow NPCs to use the vehicle's turrets; if false, disallow them from using them

(Will Alberts)

[ show_important_buildings ]

Disables/Enables the displaying of important buildings on the maps

BOOL: enable/disable displaying of important buildings

(Albert DeBacker)

[ spawn_jailed_npc ]

Creates an AI who cowers until the player rescues him/her.

SPAWN NODE: the node at which the NPC will be spawned

(Neil Ryan)

[ spawn_marauder_lookout ]

Creates a marauder who does special lookout behavior.

SPAWN NODE: the node at which the NPC will be spawnedGROUND NODE: the node at which the NPC will do the lookout behaviorDISTANCE: the distance from the player at which the NPC will flee/disappear

(Dave Fried)

[ spawn_near_squad ]

Spawns a squad from a node that may be too near the playerSquads spawned from this command are moved out of LOS from the player, THEN spawned

OBJECT: The squad node to spawn at.Returns handle to squad

(Stephen Tobias)

[ spawn_npc ]

Spawns an NPC from an NPC spawn objectNote that it is almost always better to use a squad spawn object,unless you plan to immediately add the NPC to the player's squad (for example).OBJECT: The NPC spawn node to spawn at.Returns the NPC's handle

(Dave Fried)

[ spawn_region_disable ]

Prevents further spawning from a spawn region.

OBJECT: the spawn region to disable.

(Dave Fried)

[ spawn_roadblock ]

Spawns a roadblock.

OBJECT: the the roadblock to be spawned

(Stephen Tobias)

[ spawn_saboteur ]

Creates an NPC who plants a singularity bomb.

SPAWN NODE: the node at which the NPC will be spawnedGROUND NODE: the node at which the NPC will try to place the bomb

(Dave Fried)

[ spawn_squad ]

Spawns a squad at the given squad spawn node.

OBJECT: The squad node to spawn at.Returns handle to squad

(Stephen Tobias)

[ spawn_squad_with_icons ]

Spawns a squad at the given squad spawn node and assign each the specified icon.

VEHICLE: The vehicle to spawn intoHUMAN TYPE: The type of character to spawnSEAT INDEX: Index of the seat to spawn into

(Dave Fried)

[ squad_any_member_enters_vehicle ]

Returns true when someone in the specified squad enters a vehicle.

OBJECT: The squad.OBJECT: The vehicle.

(Rob Rypka)

[ squad_assign_new_vehicle ]

Assigns a new vehicle to a squad. The current vehicle (if any) will be abandoned.OBJECT: the squad to receive the new vehicleOBJECT: the vehicle to assign to the squad

(Dave Fried)

[ squad_assign_team ]

Assigns a new team to a squad.OBJECT: the squad to have its team seatTEAM: the new team to set

(Dave Fried)

[ squad_despawn ]

Despawns a guerrilla squad.

OBJECT: The squad.BOOL: Force and instant despawn if true (squad members and vehicles will just disappear).

(Rob Rypka)

[ squad_despawn ]

Despawns a squad.

OBJECT: The squad.

(Stephen Tobias)

[ squad_despawn ]

Despawns a squad.

OBJECT: The squad.OBJECT: The object the squad should despawn at.

(Stephen Tobias)

[ squad_despawn_immediate ]

Despawns a squad immediatly. Be extreamly carefull with this action,because it will force the squad to disappear. "squad_despawn" is theprefered method for removing a squad.

OBJECT: The squad.

(Rob Rypka, Matt Gawalek)

[ squad_despawn_priority ]

Despawns a squad with a spcific priority level. This can allow a squad to say in game for a longer period of time.

OBJECT: The squad.PRIORITY: Low, Medium or High Low Priority spawns wait until the player isn't looking or they are far away Medium and High have max time-out values to remove the squad if the player is still near

(Stephen Tobias)

[ squad_exists ]

Returns true if the specified object is actually a squad in the game.

OBJECT: handle to the object we hope might be a squad.

(Rob Rypka)

[ squad_force_abandon_vehicle ]

Forces a squad to relinquish its vehicle.OBJECT: the squad which should abandon its vehicle

(Dave Fried)

[ squad_killed ]

Returns true when the squad passed in was killed.

OBJECT: the squad

(Jeff Keely)

[ squad_marauder_despawn_all ]

Despawns all marauder squads currently in the game.

(Will Alberts)

[ squad_member_killed ]

Returns true when a squad member from the squad passed in was killed.

OBJECT: the squad

(Neil Ryan)

[ squad_members_despawned ]

Returns true the squad despawns its squad members for streaming purposes)

OBJECT: Squad Handle

(Stephen Tobias)

[ squad_members_spawned ]

Returns true when the sqaud members of the spawn node are spawned.OBJECT: Squad spawn node

(Neil Ryan)

[ squad_node_disable_spawning ]

Prevents squad nodes from spawning their squads when the node streams in.Squads can still be manually set to spawn with the "spawn_squad" action.

Make the specified squad's humans invulnerable, or not. It gets cleaned up automatically at the end of the mission

OBJECT: The squad.BOOL: Truth here indicates invulnerability.

(Rob Rypka)

[ squad_set_mission_invulnerable_on_humans ]

Ragdoll the player when next hit with an explosion.

NUMBER: Time in milliseconds before the player can get up.

(Rob Rypka)

[ squad_set_mission_invulnerable_on_vehicle ]

Make the specified squad's vehicle invulnerable, or not. It gets cleaned up automatically at the end of the mission

OBJECT: The squad.BOOL: Truth here indicates invulnerability.

(Dave Fried)

[ squad_vehicle_is_functional ]

This is a more robust version of vehicle_is_functional.This function expects a squad spawn node handle and derives the squad vehicle from it.If the squad vehicle spawned from that node is still functional, it returns true.Functional means, the vehicle is alive, upright and not on fire.Since a squad is involved, the vehicle does not necessarily need to be serialized.

OBJECT: Squad Spawn Object

(Stephen Tobias)

[ squads_are_alive ]

counts number of squads alive. if all are streaming, assumes all are alive.

OBJECT: A squad or squad spawn node.

(Aaron Canary)

[ start_raid ]

Begins a raid with the selected raid node.

OBJECT: Raid node we are using for the raid

(Stephen Tobias)

[ start_temporary_morale ]

Start using the 'Temporary Morale' value to control AI behavior instead of the district one.

(Rob Rypka)

[ stop_all_dialogue ]

Stop all dialogues.

(Will Alberts)

[ stop_dialogue ]

Stop a dialogue that began with a particular line.

VOICE LINE: the voice line that started the conversationIMMEDIATE: if true, cut off voice mid-sentence; if false, let the current line(s) play out before stopping

OBJECT: Object that the area is centered on.NUMBER: Radius (in meters) of the area.BOOL: Set to true if the trigger region should be attached to the target object (will move with target object).Returns handle to trigger region

(Rob Rypka, Matt Gawalek)

[ trigger_region_disable ]

Disables a trigger region.

OBJECT: List trigger region to disable

(Rob Rypka)

[ trigger_region_disable_list ]

Disable the trigger regions.

OBJECT LIST: List of trigger regions to disable

(Rob Rypka)

[ trigger_region_enable ]

Enables a trigger region.

OBJECT: List trigger region to enable

(Rob Rypka)

[ trigger_region_enable_list ]

Enable the trigger regions.

OBJECT LIST: List of trigger regions to enable

(Rob Rypka)

[ turret_destroyed ]

Returns true when a specific turret is destroyed.

OBJECT: the turret

(Jeff Keely)

[ turret_is_functional ]

Returns true if the turret is functional (serialized).

OBJECT: The turret to check.

(Jeff Keely)

[ turret_start_autofire ]

Tell the selected turret to start its autofire pattern.

OBJECT: The turret or vehicle.NUMBER: Delay (in seconds) between moving to fire on targets.

(Rob Rypka)

[ turret_stop_autofire ]

Tell the selected turret to stop its autofire pattern.

OBJECT: The turret or vehicle.

(Rob Rypka)

[ upgrade_unlock_level ]

Unlock a specified level for the given upgradeUPGRADE: upgrade category (see upgrades.xtbl)NUMBER: level of upgrade to unlock

(Neil Ryan)

[ user_event ]

Returns true when the specified user_event has been triggered (by post_event).

STRING: name of the user event (make sure it's unique)

(Jeff Keely)

[ vehicle_avoid_despawning_player_vehicles ]

Tell the vehicles system to try harder not to despawn vehicles the player has used.NOTE: You *must* be in a mission to use this. Also, it will automatically turn offwhen the mission is over.

(Rob Rypka)

[ vehicle_bomb_arm ]

Arm a vehicle with a vehicle bomb.

OBJECT: the vehicle

(Jeff Keely)

[ vehicle_damage_threshold ]

Returns true when a specific vehicle drops below a percentage of its original health.

(Steve Tobias)

[ vehicle_destroyed ]

Returns true when a specific vehicle is destroyed.

OBJECT: the vehicle

(Jeff Keely)

[ vehicle_disable_accelerator ]

Disable a vehicle's accelerator.

OBJECT: The vehicle.BOOL: If true, the accelerator will be disabled.

(Rob Rypka)

[ vehicle_ignore_vehicles_in_path ]

Will not avoid other vehicles when driving.

OBJECT: Human or Squad you want to ignore other vehicles.BOOL: Values as to whether to ignore vehicles or not

(Chris Neihengen)

[ vehicle_is_functional ]

Returns true if the given vehicle is serialized, alive, not on fire, and not upside down.

OBJECT: the vehicle

(Dave Fried)

[ vehicle_is_usable ]

Returns true if an AI could get into the vehicle.

OBJECT: the vehicle

(Dave Fried)

[ vehicle_set_mission_invulnerable ]

Make the specified vehicle invulnerable, or not. It gets cleaned up automatically at the end of the mission